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/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LOCALPLAYER_H
#define LOCALPLAYER_H
#include "being.h"
#include "resources/userpalette.h"
#include <guichan/actionlistener.hpp>
#include <memory>
#include <vector>
class ChatTab;
class FloorItem;
class ImageSet;
class Item;
class Map;
class OkDialog;
class AwayListener : public gcn::ActionListener
{
public:
void action(const gcn::ActionEvent &event);
};
/**
* Reasons an item can fail to be picked up.
*/
enum
{
PICKUP_OKAY,
PICKUP_BAD_ITEM,
PICKUP_TOO_HEAVY,
PICKUP_TOO_FAR,
PICKUP_INV_FULL,
PICKUP_STACK_FULL,
PICKUP_DROP_STEAL
};
/**
* Attack range not set value
*/
enum { ATTACK_RANGE_NOT_SET = -1 };
/**
* The local player character.
*/
class LocalPlayer : public Being
{
public:
LocalPlayer(int id= 65535, int subtype = 0);
~LocalPlayer();
virtual void logic();
virtual void setAction(Action action, int attackType = 0);
/**
* Compute the next pathnode location when walking using keyboard.
* used by nextTile().
*/
Position getNextWalkPosition(unsigned char dir);
/**
* Adds a new tile to the path when walking.
* @note Eathena
* Also, when specified, it picks up an item at the end of a path
* or attack target.
*/
virtual void nextTile()
{ nextTile(0); }
virtual void nextTile(unsigned char dir);
/**
* Check the player has permission to invite users to specific guild
*/
bool checkInviteRights(const std::string &guildName);
/**
* Invite a player to join guild
*/
void inviteToGuild(Being *being);
void pickUp(FloorItem *item);
/**
* Sets the attack range.
*/
void setAttackRange(int range);
/**
* Gets the attack range.
*/
int getAttackRange()
{ return mAttackRange; }
void attack(Being *target = NULL, bool keep = false);
void setGMLevel(int level);
void stopAttack();
/**
* Overridden to do nothing. The attacks of the local player are
* displayed as soon as the player attacks, not when the server says
* the player does.
*
* @param victim the victim being
* @param damage the amount of damage dealt (0 means miss)
* @param type the attack type
*/
//virtual void handleAttack(Being *victim, int damage, AttackType type) {}
virtual void handleAttack() {}
/**
* Returns the current target of the player. Returns 0 if no being is
* currently targeted.
*/
Being *getTarget() const;
/**
* Sets the target being of the player.
*/
void setTarget(Being *target);
/**
* Sets a new destination for this being to walk to.
*/
virtual void setDestination(int x, int y);
/**
* Sets a new direction to keep walking in.
*/
void setWalkingDir(int dir);
/**
* Gets the walking direction
*/
int getWalkingDir() const
{ return mWalkingDir; }
/**
* Sets going to being to attack
*/
void setGotoTarget(Being *target);
/**
* Returns whether the target is in range to attack
*/
bool withinAttackRange(Being *target);
/**
* Stops the player dead in his tracks
*/
void stopWalking(bool sendToServer = true);
void toggleSit();
void emote(uint8_t emotion);
/**
* Shows item pickup notifications.
*/
void pickedUp(const ItemInfo &itemInfo, int amount,
unsigned char fail);
void setShowIp(bool show)
{ mShowIp = show; }
bool getShowIp() const
{ return mShowIp; }
/** Tells that the path has been set by mouse. */
void pathSetByMouse()
{ mPathSetByMouse = true; }
/** Tells if the path has been set by mouse. */
bool isPathSetByMouse() const
{ return mPathSetByMouse; }
void changeAwayMode();
bool getAwayMode()
{ return mAwayMode; }
void setAway(const std::string &message);
void afkRespond(ChatTab *tab, const std::string &nick);
void addMessageToQueue(const std::string &message,
int color = UserPalette::EXP_INFO);
void event(Event::Channel channel, const Event &event);
/**
* Tells the engine wether to check
* if the Player Name is to be displayed.
*/
void setCheckNameSetting(bool checked) { mUpdateName = checked; }
/**
* Gets if the engine has to check
* if the Player Name is to be displayed.
*/
bool getCheckNameSetting() const { return mUpdateName; }
protected:
/** Whether or not the name settings have changed */
bool mUpdateName;
void startWalking(unsigned char dir);
int mAttackRange;
int mTargetTime; /** How long the being has been targeted **/
int mLastTarget; /** Time stamp of last targeting action, -1 if none. */
int mGMLevel;
Being *mTarget;
FloorItem *mPickUpTarget;
bool mGoingToTarget;
bool mKeepAttacking; /** Whether or not to continue to attack */
int mLastAction; /**< Time stamp of the last action, -1 if none. */
int mWalkingDir; /**< The direction the player is walking in. */
bool mPathSetByMouse; /**< Tells if the path was set using mouse */
int mLocalWalkTime; /**< Timestamp used to control keyboard walk
messages flooding */
typedef std::pair<std::string, int> MessagePair;
/** Queued messages*/
std::list<MessagePair> mMessages;
int mMessageTime;
bool mShowIp;
AwayListener *mAwayListener;
OkDialog *mAwayDialog;
int mAfkTime;
bool mAwayMode;
};
extern LocalPlayer *player_node;
#endif // LOCALPLAYER_H
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